Connecting Cinemas Design Field Guide

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GUIDELINES

Where do you see it?

This is a guide for designers, cinema owners and other stakeholders to use when co-designing an interactive experience in the context of the cinema or related to visual culture. We attempted to create a baseline language that all parties can understand and participate in. Through analyzing case studies and having open discussions with the Connecting Cinemas consortium about our findings and insights, we have developed six parameters that address the different elements and considerations involved in designing a project. This by no means is a definitive list and should be used in an open way and adapted on a case-by-case basis. Separately or together, these can be used to expand the cinema experience and connect, engage and entertain audiences. Our vision is for this guide to be a starting point for realising new, meaningful interventions in the cinema space.

What is the goal?

Within the Connecting Cinemas project three curatorial strands exist: Connect, Engage and Entertain. Which of these three goals is the main focus of the project?

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Is it about a local political issue, community health and wellbeing, a cinematic theme, cinema programming, etc.? For which age group or lifestyle characteristics do you see most fitting to target?

Which of the following spaces will it be located in? The cinema black box, the lobby, on a facade, in the city, in the digital space or a hybrid?

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How does it relate to time and space?

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How will users interact and engage with the experience?

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How large will the space be? Will it be dark or light? Will it be limited in time (ie. based around an event) or continuous? How long does a single experience last? Is the experience scheduled?

What is the user’s journey through the experience? How does the user interact with the experience? Will the movement be free or guided? What emotional impact should the experience have on the user?

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What is the message and who is it for?

What technologies will you use?

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What technologies will the experience incorporate (AR, VR, projection mapping, touch screens, motion tracking, sounds, etc.) ? What impact do you expect your chosen technology to have on users? What technologies are accessible and attractive to the target group?

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Remember! Always consider how the location, time, space and technology enhance the goal.

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